precision mediump float;
uniform sampler2D sTexture;
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
varying vec2 vTextureCoord;

void main()
{
    vec4 finalColor = texture2D(sTexture, vTextureCoord);
    gl_FragColor = finalColor * ambient + finalColor * specular + finalColor * diffuse;
}

